Mordhau
The Mordhau Alpha is out!

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 afiNity
Knight
  • Likes received 680
  • Date joined 11 Feb '16
  • Last seen 4h

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Knight 741 680

@wizardish said:
In Chivalry you could most certainly make the case that the game wasn't 1v1 centric, it had more emphasis on team play. However, in Mordhau, I don't think that's necessarily true. When I first saw Mordhau I honestly thought it just looked like a duel simulator, and in some regards it absolutely is (in it's current state) but that doesn't always mean that team play suffers as a result. Also, I don't remember the devs ever saying there was priority in team play over duels. From what I've gathered, I think many of the devs like the idea of 1v1s and would support it much more than in Chivalry. I can't remember where, but I remember reading that matchmaking would most likely release 1v1 first, then 2v2, 3v3, etc.

I really hope they will focus on teamfights as I find duels to become boring pretty fast. 5v5 and 6v6 in chivalry were the main reason for me to play the game. Duels are also not very entertaining to watch (from an e-sport kind of view).

Knight 741 680
  • 1
  • 14 Oct
 afiNity

movement is better now

Knight 741 680
  • 12 Oct
 afiNity

Personally I'm tired of 1v1 + I'm waiting for new animations

Knight 741 680
  • 7 Oct
 afiNity

@DerFurst said:

@afiNity said:
Make combat faster, make parrying more strict, fix some bad drags and make animations look more fluid.

Make drags how they were meta in chiv in 2012/early 2013 when people didn't know yet how to reverse oh etc.

I think stab drags actually need a buff, while most lmb/oh drag should be nerfed

You wouldn't not be saying that if you've used/fought a lot of spears lately

The stabs on weapons like the gsword, zweihander, and spear are pretty strong on their own right now

I admit that I didn't play a lot in the last week.

Knight 741 680
 afiNity

Make combat faster, make parrying more strict, fix some bad drags and make animations look more fluid.

Make drags how they were meta in chiv in 2012/early 2013 when people didn't know yet how to reverse oh etc.

I think stab drags actually need a buff, while most lmb/oh drag should be nerfed

Knight 741 680
  • 6 Oct
 afiNity

I agree. Either you do that or you end up with a community that is completely disconnected to the core mechanics, just like in Chiv.

Knight 741 680
  • 5 Oct
 afiNity

The game needs more freedom in movement

Knight 741 680
Knight 741 680
  • 28 Sep
 afiNity

I feel the same tbh.
I'm not sure if that's the explanation but when it comes to combat, maybe the game is currently relying too much on certain mechanics like feint, riposte, chamber, while being pretty restrictive about footwork, turncap and so on. The game feels like a reaction test atm. Blocks being very powerful also plays a role in that.

Knight 741 680
  • 28 Sep
 afiNity

I think you got some really good suggestions.

@roshawnmarcellterrell said:
As mentioned, Jedi Knight academy attack direction is determined by which direction you are moving. A for right swing, D for left swing, AW for right over head, DW for left overhead, AS for right under swing, and DS for left under swing. Stab being its own set as well. With of course the option to invert the attack patterns, if one so desires.

In JK it's actually the opposite (A = swing to the left etc). Stab could be W imo.
For fun I switched the look/turn from the mouse to the wasd keys. Obviously you can't play like that but was still fun to mess around with that a bit.

Knight 741 680
  • 27 Sep
 afiNity

I get 80 fps on camp while I get 120 fps everywhere else

Knight 741 680
  • 1
  • 27 Sep
 afiNity

@Tim_Fragmagnet said:

@afiNity said:
Yeah the spear is longer, so what.

16 whole cm longer.
Brandi is baby short in comparison.

TLDR, I only used thrusting spear more than you only used spears.

I only used thrusting spear so much that I literally never even used a 1 handed blunt weapon.

And let me tell you this,

That 16cm means EVERYTHING in a teamfight.

What's the point of this comment? I never said that the brandistock is longer than the spear. When in chiv in a competitive 5v5 (or w/e) someone in the enemy team played spear, I also switched to the spear. But the brandistock still felt much different than swords and that was my whole point.

Knight 741 680
  • 27 Sep
 afiNity

@Tim_Fragmagnet said:

@afiNity said:
I don't care about realism but as someone who only played brandistock in Chivalry I'd really like to have a nice long, heavy, slow spear thing that actually feels different to swords. I'd also be okay with spears not being able to combo

MFW he thinks the brandistock is long

think again sweetie

Yeah the spear is longer, so what.

Knight 741 680
  • 27 Sep
 afiNity

Yeah, this mechanic doesn't really make sense. It's not logical or intuitive at all.
Everyone is on noob level right now but some people still think that they should already be able to win 1v5 fights. 1vx are supposed to be very hard. It's not really possible to say how things will turn out when people git gud but right now I'd prefer to have this mechanic removed tbh.

Knight 741 680
  • 27 Sep
 afiNity

I don't care about realism but as someone who only played brandistock in Chivalry I'd really like to have a nice long, heavy, slow spear thing that actually feels different to swords. I'd also be okay with spears not being able to combo

Knight 741 680
  • 26 Sep
 afiNity

@Frise said:
Well CS has a lot of hidden mechanics that you need to learn to get good, recoil control, sidestepping, jumpshots, momentum, strafing, scope accuracy, timings... To be fair it's quite a mess.

In Mordhau you have 2 types of attacks, parries, kicks, chambers and feints. Compared to fighting games like For Honor, that's nothing, really (and For Honor was very casual friendly)

The high level meta of Mordhau consists of combining and utilising these basic things properly. Hell, the most difficult things to do are sidedrags like waterfalls, wessex and the frisedrag(tm), and those are done just by moving your mouse and some footwork.

Sure, the inner workings of things are quite complex, but those are the kind of things that you incorporate with time.

A competitive player's skill consists primarily of footwork, reading, dragging and mind games, which are things that you can develop pretty naturally.

An issue I see though, is that some high level moves are very hard to understand from a new player's point of view, and I think a kill cam would help newbies understand how they got killed.

Knowing that running with knife is faster than with guns doesn't require any kind of special skills, just knowledge that this exists. You just have to switch to knife once to see what it does. So it's not really comparable to a mechanic like chambering which requires knowledge, but also mechanical skills like aiming and the right timing (which is hard even for people who are not new to the genre). And this very hard to do mechanic is the one that counters feints, a mechanic that is very easy to do. I think this bugs me most right now.
The point is that some mechanics in Mordhau are not very intuitive right now, I don't think that anyone can deny that. Mordhau is no game where people just start and learn everything from doing.
Maybe this will change with better animations, better sounds etc etc, I know that a lot of things will change but this is what I think about the status quo.

Knight 741 680
  • 26 Sep
 afiNity

Chivalry sold a lot of copies but most of the players quit after a couple hours

Knight 741 680
  • 25 Sep
 afiNity

My god the combat in that game looks like shit

Knight 741 680
  • 25 Sep
 afiNity

@crushed said:

@afiNity said:
As much as I like the complexity of the mechanics in this game, I think they might become a problem in the long run.
Chiv only worked for noobs/casual players because they ignored many of the mechanics, which led to very different metas between competitive and casual play and this might become true for Mordhau as well.
Ideally a game should be easy to learn (or at least easy to get into) but hard to master, while Mordhau is really hard to get into. 99% of the people in the alpha are ex-chiv-players, so for us it isn't that much of a deal due to our previous experience.
But Mordhau is actually much more complex and harder to learn than Chiv so I'm a bit worried how completely new players to the genre will perform and how many of them will rq cause of frustration.
There are games from the melee genre that are much easier to learn but still have an extremely high skill ceiling. I wish Mordhau was a bit more like that.
I'm not saying that the mechanics should be changed but... what's the point of a super good game if only a couple chiv nerds are going to play it. A high skill ceiliing doesn't necessarily have to come from super many different mechanics. Just some thoughts.

I have to disagree, have you actually seen any new players play the game? For example some of the content creators/streamers, from what i've seen, the basics of attacking, defense (parrying) and flinching is easily learned and understood quickly. It was actually satisfying to watch how quickly they improved within an hour of playing compared to when they started, despite no actual tutorials and such.

I'm glad if this is the case.
However, the point is that Mordhau has a lot of mechanics that are not intuitive per se. In a game like CS (or also Quake, JKA, or actually most multiplayer action games) you run around and shoot. The necessary skills are basically aiming, teamwork, footwork, timing and map-awareness, things that are very easy to be understood, both for the players and the spectators.
Of course the meta between casual and competitive players are different, the mechanics however are mostly the same, just executed on a different skill-level. In Chiv however certain mechanics were not present in casual play because they were not balanced for casual play. That's the reason why there were no feints and only basic drags in casual play, because less than 1% of people on public servers were able to read them. I think thats a fundamental difference between casual and competitive play in chiv compared to how it is in games like CS or Quake etc. In Quake you win against worse players cause you got better movement or because you're better at shooting, two things that even the worst noob can perform, just on a different skill-level. In Mordhau you need to learn special mechanics like chambering, clashing, ftp, cftp etc which are (some more, some less) both hard to learn for a player and hard to understand for a spectator if you don't want to be complete trash. I don't think that this is going to be intuitive for new players.
I'm not saying that the game should be balanced around casual play, but the basic mechanics should work for both casual and competitive play. In chiv you could win 99% of the fights on public by feint-spam (until you get kicked).
The point is that the fundamental mechanics in other games are much easier to get into than in Mordhau. In CS the mechanics are easy to learn but hard to master, while in Mordhau there is not really a way that a new player will understand what chambering or clashing is without the help of a very in-depth tutorial.
Again, I'm glad if I'm wrong but I'm kinda pessimistic about the patience of most players nowadays.

Knight 741 680
  • 25 Sep
 afiNity

why not 150? or 160? or 170?